madman 13
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I'll try and make this brief: The benefits to my guide: complete lists of all the Geekatron combos, how to activate them, what they do, and how to make the most of them. The obvious downsides: The geekatron is a bit outdated for higher leveled players, so this guide may be a bit outdated for them. It is much better for those who have completed the first zargon quest, and have yet to get above level 30. Contents: 1) The geekatron and where to find it code: 45566 (to find this chapter, press ctrl+F and copy and paste the code into the "find" box) 2) How to make a combo code: 54466 3) The weapons code: 456 3) combo lists code: 65544 4) strategic builds code: 445566 Chapter one: The geekatron and where to find it. 45566 The geekatron is the most strategic mech in Mechquest, as it has the potential for far more specials and tactics than any other mech, depending on how it is equiped before hand. A player who can afford a geekatron and all its weapons can adapt to just about any situation in the game, short of xtreme dificulty. This makes it worth the effort to acquire for any player between level 10 and level 33. To get it, go to plannet zargon, and find all the parts from the first mission. The weapons shop unlocks around half way through. This contains all the Geekatron combo weapons, So if you can afford it, and you plan on making the most of the Geekatron, Take all the "clusters" "Disrupters" "Dual Strikes" "rockets" "Rail guns" for your level, and the matchng "scanner blade" and "scanner pulse" heads. If you can't afford all the prices, then you should check the list in chapter three and decide which weapons you want. The mech shop is unlocked once you find the remaining parts from the quest, and beat the geekatron boss. preferably, you need a mech with lots of Hp, and a weapon with high critical chance like the scanner blade, as the boss constantly damges you from earthquakes, even when its your turn. once you beat it, the mech shop unlocks, allowing you to buy the geekatron for your level. Chapter two: How to make a combo 54466 Making a combo is simple. Simply use wichever arm or shoulder you want to combo, then head, then body. Provided all the attacks hit, you trigger a unique special. The hard part is deciding which combo to use, but I'll deal with that in the combo lists. Problems start if you fail to hit with weapons, as the cooldowns mean you will likely be unable to combo for the rest of the battle. I would recomend an accuracy stat build to be safe Note: using a quad body sometimes gives an upgraded special for SC's. When this is the case those specials have been described in the combos section Chapter three: the weapons 456 arms: Clusters special: internal combustion (DOT) Clusters are great at the start of the battle, as the DOTs supplement further attacks. Theyre only real downside is that they only have one hit, which is less usefull against fast enemies like quickflash, but there is little that can be done about this as the Disrupter does not fair much better Disrupters special: energy disruption (EP DOT) Disrupter wepons are great against enemies that are pure offense, but lack energy. Like cluster bombs, use them at the start of the battle for maximum impact. Shoulders: Dual strike special: damage boost dual strike weapons can deal quite heavy damage, and their multi hit atack is good against fast enemies like quickflash. There one down side is that if thge opponent dodges some of the attacks your left dealing featherwheight damage. However, overall can't go wrong with the dual strike. Rockets Special: Extra hit Rockets has a chance to do an extra hit, which equals 50% extra damage. The damage is more reliable than the dual strike's, if less potent. The rockets are also part of one of the best combos around, but you can do the same Rail Blaster Special: Extra hit The rail gun is not recommended, unless it is for a combo. It does one extra hit, which is about 20% extra damage. It does handle quite well against evasive enemies, but overall it lacks the shear pottential of the other geekatron weapons. heads Scanner blade special: critical chance+ this is by far the best head, as its critical boost is generally insane. Plus it works well in combos Scanner pulse: special: bonus damage This head has its moments, but is not a patch on the scanner blade. The bonus damage special generally has a random percentage bonus, which while reliable, can have little effect compared to critical boosts The combos 65544 Arm combos Clusters+scanner blade= Fortified alloy/ imunity! improved defence effect: increases your defence for 5 turns. 7 turns for quadruped. comments: usefull against the incredulous Bulk enemies, since it helps you survive its critical attack. elsewhere it is less usefull however. suggested strategies: If you run into a highly damaging enemy, do this quickly. you could follow up with a disrupter, to reduce its opurtunity to attack, or any damage reducing weapon you have, leaving your foe all but harmless. defensive stat builds focusing on perception work well here. disrupter+scanner blade= effect: increreases your damage for 8 turns coments: perfect against healing enemies like mecha bat, as the boost is fairly potent, and lasts a long time suggested strategies: use on enemies that heal. follow up with a dual strike attack or another weapon with a damage boost effect, and if possible, nerf your enemies defence imediatley after activation. use with power stat builds and overclock chips for greater effect. Clusters+scanner pulse= effect: reduces enemy defence by 30% for 6 turns comments: good for enemies with shields or high perception, but these are rare enough that this combo is perhaps less than indispensable. I personally find that the best combos are accessed using the scanner blade, although that is entirely a matter of opnion suggested strategies: this is another one for power based builds. after activation use a weapon with high bonus damage, for example the overclocked weapons from plannet 51. A dual strike shoulder attack is a good follow up to this if using Geekatron weapons. Disrupter+scanner pulse= effect: reduces enemy damage by 35% for six turns comments: this combo is almost invaluable against tougher enemies. elsewhere though, it is less useful, and high powered enemies generally don't turn up often. It may be usefull against the shs decimator to weaken decimation, and thunderhammer to stop combo punches. Most other enemies are better beaten with other combos. suggested strategies: this is handy for high perception based stats. the pirate Axes and athurian shields are good weapons to follow up with, as are any damage nerfing or defense increasing weapons you might have. shoulder combos Rockets+scanner blade= regeneration effect: heals 33 hp damage per turn for 7 turns comments: This is almost certainly one of the most usefull combos you will ever find. It is invaluable against bosses, high damage enemies, long lasting enemies, and anythign that uses Dots.
< Message edited by madman 13 -- 7/10/2010 8:19:11 >
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